that is the shitest thing I've ever heard... LOL sorry.. to meant to hurt.
No offense taken... The thing is I downloaded and played Rusty Hearts lately (and other games from Perfect Worlds) and was convinced they were made in Polynesia or something... I must have read that somewhere, but it seems their studio is actually in California. Still, I know a few examples of asian games with shitty gameplay just because the camera controls are retarded and/or you have no way to change the silly keyboard controls either. I doubt it is the case with Lineage, but I know it happens from my experience with a few asian games, as long as we're not talking about highly advertised games like FF, Metal Gear, and such...
About Blizzard recycling their games though, nevermind... Let's consider I never mentioned SC2 is recycling SC1. I knew people would complain if I did, and I don't want to argue on this. We just don't share the same definition of what a recycled game is, it's no big deal. I was about to give countless examples of which games are recycled (Skyrim is one of them, so is Hitman Absolution, Final Fantasy, and so on...), but it serves no point in this thread.
I remember during my GD classes, we had a teacher that kept asking us to redo everything. We were tight on schedule already (mostly because our previous project led to nowhere, so we had to switch to another... we basically lost 4 months out of 10 available), and this teacher kept making us lose more time by saying "I don't like the color you used here, do it again" and bla bla bla...
At first we listened to her, we lost something like 2 more months. And then we decided we shouldn't listen to her anymore. We rushed things a bit and did the thing our own way, and 2 weeks before the official "release" of our projects she was like "wow I'm impressed, it's way better, you worked very hard". We didn't (...that much). She just BELIEVED we did because we kept her away as much as we could...
So basically, if a teacher is always on your back complaining about what you do, just say YES SIR, do as he asked, then replace the whole thing with what you wanted in the end. If you can't stand a teacher watching over your shoulder though, I dare to say you'll have serious issues when your boss will tell you "hey guy, you work like shit, do it better or I'll fire you"... It sucks, but sometimes your boss/teacher can be a real asshole and you just have to make him think he's in charge. Don't listen to them that much, sometimes they're just so focused on the results that they forget how the process works (by the way they're mostly managers, so chances are they don't even know how it actually works), and they keep telling you you're doing it wrong even when you're not. When you'll show them a finished project (YOUR finished project), they will be flattered you "followed their instructions to make it look exactly like what they had in mind", even if you didn't. Just learn a few tricks, young Houdini...
I would probably try something like making the unit "ignore placement requirements" then order it to move away, but it looks a bit too obvious to work that simply... It's worth trying though. I think I remember you can make a unit move up/down cliffs with "ignore placement requirements", so I guess it also allows any unit to move out of the playable area.
That's weird, on my Ikari Warriors I use one of these elevator doodads and it was almost a pain to prevent the player from jumping on its floor... I had to put some doodads below to block pathing in a "nice looking" way. You can pretty much put it anywhere and unit moving within its collision radius will instantly warp on the elevator floor. I guess that's how the stairway in this topic works, it allows units to come up and down by just touching the collision radius of the closest elevator.
If you look at the doodad in the previewer, I think I remember seeing a few animations by none of them was making the platform move up or down. There is an animation to open some kind of trap from which the platform comes out, I guess it could be used to fake units going underground using an elevator.
Yes, it's sad but Titan Quest doesn't have randomized maps. Enemy placements are not randomized either, only loots are. But I still liked it better than Diablo 2 for some reason. I enjoyed Diablo 1 a lot, but when it came to Diablo 2 I finished it once and never wanted to finish the story mode again using another class. Diablo 2 had very interesting features (don't get me wrong, I love this game) but was too close to Diablo 1 in my opinion, even though the game system was different (outside areas, boss fights, etc...). I should play it again, years later, but I remember at the time it was "yet another hack and slash" amongst lots of other games, so it didn't leave such a good impression to me...When Titan Quest came out there was almost no more hack and slash games available, so I guess it contributed to the fact that I liked it.
If there is one thing I blame Blizzard for, it's about the fact that they "recycle" their games to make new ones... SC2 is pretty much similar to SC1, aside from a few new units that obviously changed the whole game balance. D1 and D2 share some similar points, only modifying a few gameplay elements to make it "bigger stronger better". I like to see games like Lineage Eternal once in a while because to me, poor European gamer who doesn't play that much Korean games, it's something new... I like to see something else than these big games promoted everywhere, which will eventually bore me to death and cost a lot. I've never played any game from the Lineage license, mainly because it's a MMO game and I hate these (let's be honest, I hate WoW since the 1st day it came out... and YES, I'm not ashamed of it). But this Diablo-like game still interests me somehow, I came to a point where I'm fed up with very popular games, I actually don't play SC2 that much anymore because players are sometimes completely dumb and map makers are treated like shit by the whole community.
Gonna get Diablo 3, because I can actually understand it.
Lineage is also available in other languages, I wouldn't worry about that. The videos shown at G*Star are in Korean because it's their main target. I also advise all of you to check for more videos of G*Star 2011 on Youtube, some games previews look pretty cool.
Anyway, I'm not a huge fan of Diablo myself, even though I played and finished both... I expect Diablo 3 to be quite good, but not as awesome as they claimed it to be. I'm glad there are other games of the genre out there and wanted to let you know. So basically, I don't share the "I will buy Diablo because it's Diablo" with you guys, but I understand why you like it.
I have to agree with FuzzYD about grinding in Asian games, this is probably the main reason why I'm still skeptical about Lineage Eternal. I might give it a chance nonetheless, because spending $80 in Blizzard games in the next months to come (D3 + HotS) would be kind of an overdose to me. I know Asian games often suffer from bad or repetitive gameplay (making the game either boring or unplayable, sometimes both), I just give them the benefit of the doubt until I can get my hands on a demo.
I recently enjoyed Saints Row much much more than GTA, so I hope the same principle applies in this case with the hack & slash games to come... Titan Quest was not bad at all, as far as I can remember I liked it more than Diablo 2 even though they are completely different. I don't think you can call them "clones" as long as they each have their own identity, so I assume Torchlight 2, Path of Exile, Lineage Eternal, and Diablo 3 will all be excellent games in their own way.
Have you ever heard of the Korean game Lineage?
They're making their own hack & slash à la Diablo 3, here's a video to show you almost 15 minutes of actual gameplay, with explanations from NCSoft in Korean:
Now, the point of this topic: Would you rather buy Diablo 3 or Lineage Eternal, and why?
I personally would love to see both and compare them, because I'm pretty sure Lineage can kick Diablo's ass. There are lots of features in Lineage yet unseen in Diablo 3, and I like them... Diablo 3 has its own very dark universe but Lineage is pretty cool too, my only worry for now is that the gameplay in Lineage might be really bad, as in lots of video games coming from Asia (weird control schemes, bad camera placements, and game being too repetitive mostly). I'm seriously considering NOT buying Diablo 3 after seeing this video. I guess I will decide which one to buy depending on their price and probably the online and modding features available.
DOTA is not my kind of maps, or any Tug of War map actually... I just hate sitting here with only a hero, doing nothing but killing mobs for an hour until things start to heat so fast that I get killed and keep losing over and over again (or crushing my enemies in a minute, if I'm in the good team). Besides, DOTA is not original at all anymore, so I'll join my fellows above and agree that DOTA is not worth your time. Unless of course you're able to find something really unique for this genre, but I think Blizzard and/or Valve are already one step or two ahead of you on that already...
However, I'm pretty sure TD maps can be worth it if, and only if, you're able to find something really REALLY unique. As an example, I remember I had much fun when I saw the first TD map where you had to generate energy for your towers to work. Same goes the first time I saw a TD map where creating a maze was mandatory to win... And so on... There are lots of these maps now, but if you are able to make something completely new, which can be a source of inspiration for other map makers, then YES I'd probably be interested in a TD map.
Even knowing that, I still have to agree with other members here: DOTA and TD maps are getting boring, whatever you do with them. Even if you find a nice idea, people will get bored because there are so many maps of that kind already (bad ones, by the way)... We'd all rather see something simple but unique, and I'm pretty sure that's why Star Battle have had so much success since it came out.
I dont put any info here because if someone is REALLY interested in helping they would email me to find out about it instead of just put negative rude comments in forums.
If someone is REALLY interested, he should not have to make the first step. He'd rather know right from the start how much time it will require, who he will work with, what are the ambitions of this project, what level of knowledge of the editor is required, if experience in other video games (or editing tools) is required, etc... You have nothing to trade here, and I'm not even talking of your project on its own yet. You just tell us "it's unique, join me!", but what's in it for us? Why would we join you? Who are you? It's unique, then what?
Lots of entirely unique maps were promoted in these forums, not half of them were worth it in the end, or they just didn't make it to a Beta version because the project was going nowhere... Judging by the way you promote your project, I hope for your own good you're an exception but you're not on the right tracks for that yet. Tell us more about you, about this project, about why you want us, what will your and our roles be,... and if you REALLY want to stick to secrecy, at least give clues about what makes your map worth being hidden from the public that much (even video games studios are not that protective, FYI).
I'm pretty sure you will just need a "Wait for Condition" action. Basically, you should do this:
1) warp a unit
2) wait until this unit is fully warped
3) issue order to the warped unit
If I understood well, for now you just have steps 1 and 3 in your trigger. So what you seek is to wait before the unit is entirely warped. In that case, just add the following action in between:
Wait for (Conditions) checking every 1 second
Unit (last created unit) is under construction = FALSE
(alternatively, you can check for "Unit progress (percent)" > 99%... This condition will check the production queue of the warp gate, while the other checks if the unit is done)
I don't know why your unit is dying while warping though, they usually can't move when they warp so I don't see why it would be cancelled (unless of course the pylon gets destroyed before the warping process finished). Be sure to check you don't have a trigger killing units somewhere, destroying your units when it shouldn't.
Want an online image editor? Here, take your pick! http://mashable.com/2008/11/13/online-image-editors-2/
The page was found randomly on the web in less than 10 minutes, but I'm pretty sure there is at least one of them that could do whatever you want to do.
As far as I know, you can't merge all doodads into one. You can define groups however, and the same applies for units and regions. But I highly doubt it will reduce lag or bypass the doodads limitation. I can't remember the hotkey for grouping stuff but it's explained in one of the editor tips (must be something like CTRL+0 or something like that).
About the tick system, I'm pretty sure it's something more like this: 2 action points for a move, 3 action points for a shoot, X action points available per turn for units of type Y. "Ticks" are basically a cycle of actions performed X times per turn, where X is the maximum number of action points the most mobile unit can have. Just an example for a unit with 6 action points: can move 3 tiles away per turn, can shoot twice per turn, or move 1 tile away + shoot once per turn. Forget about the 100 ticks, it's the best way to get a headache. Your game system has to be the same for all units, the only difference is how many action points these units have. You just have to decrease the action points left per unit on each step of a tick, and if there is no point left the unit will just hold ground at each tick until the turn is over. The cycle of actions in a tick should apply to all units (one after another) to make it look like the actions are simultaneous. So basically, you will loop a few actions in a tick (checking if current unit has enough points, then do next action accordingly, remove points if a shoot or move was done, and finally switch to next unit and repeat the same process), as many times as there are units in the game TIMES how many ticks there are per turn. Yes, it's still a bit complicated, but as far as I know it's much simpler than this "1-33, 34-66" thing you were talking about... and it does the same thing. (I had a really hard time explaining how it's done in only a few lines, sorry if that wasn't entirely clear... but basically, remember that by analyzing the game mechanics thoroughly you will understand how simple and primitive the core really is compared to what the final product looks like)
For the movement arrows, the easiest way I can think of is to use beam actors. I'm not very familiar with these but I know you can make them go wherever you want as long as there is a point A and a point B for the beam to start and finish. The curves will probably not look that smooth though, but at least you can make a beam go from the center of a tile to the center of another tile with basic knowledge of how beams work. You can find tutorials here about beams, just search the forums. I can't really help you about this because I have never really spent time tweaking with beams in any of the maps I made so far, but this is the simplest method I can think of for now. Speaking of "now", it's really late so I'm going to bed!
The only real downsides I can come up with from a student's point of view is that our trains suck, our beaches are cold if it's not the heart of the summer and the fact that you'll probably drown if some kind of natural disaster takes place.
You could say exactly the same thing about Canada as far as I know, but it's no big deal. You get used to it pretty quick. :)
IliIilI, what is more important to you? A good university and cheap rent? Is that all?
Greece is really not a good idea... They're in a deep crisis/global mess/civil war/pile of shit. I met a girl in a train last year (or was it 16+ months ago already?) and it was already horrible at the time... Her and the teenagers she was taking care of couldn't even find bread. Not that I'm fond of bread, but I assume if you can't find bread you basically can't find anything. Besides, 30% of the population is unemployed right now... If you live for a year there, it will be a pain to get some money. And the weather is muggy (hot, wet, sunny, and polluted).
I heard about Poland though, it's not really a rich country but it's nice and people are welcoming. If you really seek for low prices I wouldn't recommend England at all. Rents are very expensive in London, a friend of mine lived there for less than a year and finally came back to Paris, which is not cheap at all either but still better than prices in London. Maybe it's different in Dunham and Cranfield but don't expect too much. Seems like a really great country though, I would probably have been there if my friends were not complaining about how much life costs out there. I haven't heard anything about the other places (though I went to Spain myself and it wasn't bad... not my kind of country but cool anyway). From the list you made, I would personally choose between Bratislava, Budapest, or Prague. It depends entirely on what you're looking for, but if I were to live in a European country for a year I'd go far to the East... Western Europe is pissing me off (especially France), South is in crisis (or will be soon enough), North is not so bad but not cheap, so... yeah, head East!
@ctccromer: Go
About multiplayer testing, maybe just making the computer-controlled units mimic what you do? I assume it's for testing purpose only anyway, so if you pick option #1 just make it so that the enemies you want will pick this option as well. I'm not really sure if I understand what you're trying to achieve here, so my help is very... unhelpful... I can't think of an easy way to test such triggers without actually uploading the map and trying it yourself with a trusted friend.
About converting JPG to TGA, there are lots of online image editing tools that will allow you to upload any image, modify it, and save it to any format you want for free (JPG, TGA, PNG, GIF, whatever...). I use them occasionally, especially when I'm lazy about re-installing an image editing tool after a clean install of my OS... Some of these online tools are really really good.
About the supply depot, you can use "any unit is selected" as the event, then add a condition "unit-type of triggering unit is supply depot" (and also "owner of triggering unit is player X", if needed).
About string vs text, as far as I know strings are mostly used for short text references (field values, names, IDs,...). Text, as the name says, contains text... of any length and format. So basically, if you want the name of a unit, use strings. If you want to describe an object, use text. You can use strings in a text, not vice-versa.
I'm quite surprised by the doodads limitation though, I thought it was higher than 10k... I'm also surprised some of the doodads you placed were removed without notice, I would have expected the editor to rather crash, or pop-up an error message when saving the map. Well, to be honest it's rare to see maps with 10k doodads anyway, I guess it will really lag if you use so much of them... You definitely need to optimize this, Zelda's ideas were not bad at all. Have you already searched in the forums for anything related to hexagonal tiles?
@BasharTeg: Go
Actually, it was just a matter of safety. I almost always turn my triggers off even if I stop all their instances, because I want to be sure nothing will start another instance while the previous is being stopped. But you're right, it's not necessary in that case as it won't do anything. It's very useful though when in triggers not using map init events (like "unit enter region" and such)...
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No offense taken... The thing is I downloaded and played Rusty Hearts lately (and other games from Perfect Worlds) and was convinced they were made in Polynesia or something... I must have read that somewhere, but it seems their studio is actually in California. Still, I know a few examples of asian games with shitty gameplay just because the camera controls are retarded and/or you have no way to change the silly keyboard controls either. I doubt it is the case with Lineage, but I know it happens from my experience with a few asian games, as long as we're not talking about highly advertised games like FF, Metal Gear, and such...
About Blizzard recycling their games though, nevermind... Let's consider I never mentioned SC2 is recycling SC1. I knew people would complain if I did, and I don't want to argue on this. We just don't share the same definition of what a recycled game is, it's no big deal. I was about to give countless examples of which games are recycled (Skyrim is one of them, so is Hitman Absolution, Final Fantasy, and so on...), but it serves no point in this thread.
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I remember during my GD classes, we had a teacher that kept asking us to redo everything. We were tight on schedule already (mostly because our previous project led to nowhere, so we had to switch to another... we basically lost 4 months out of 10 available), and this teacher kept making us lose more time by saying "I don't like the color you used here, do it again" and bla bla bla...
At first we listened to her, we lost something like 2 more months. And then we decided we shouldn't listen to her anymore. We rushed things a bit and did the thing our own way, and 2 weeks before the official "release" of our projects she was like "wow I'm impressed, it's way better, you worked very hard". We didn't (...that much). She just BELIEVED we did because we kept her away as much as we could...
So basically, if a teacher is always on your back complaining about what you do, just say YES SIR, do as he asked, then replace the whole thing with what you wanted in the end. If you can't stand a teacher watching over your shoulder though, I dare to say you'll have serious issues when your boss will tell you "hey guy, you work like shit, do it better or I'll fire you"... It sucks, but sometimes your boss/teacher can be a real asshole and you just have to make him think he's in charge. Don't listen to them that much, sometimes they're just so focused on the results that they forget how the process works (by the way they're mostly managers, so chances are they don't even know how it actually works), and they keep telling you you're doing it wrong even when you're not. When you'll show them a finished project (YOUR finished project), they will be flattered you "followed their instructions to make it look exactly like what they had in mind", even if you didn't. Just learn a few tricks, young Houdini...
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I would probably try something like making the unit "ignore placement requirements" then order it to move away, but it looks a bit too obvious to work that simply... It's worth trying though. I think I remember you can make a unit move up/down cliffs with "ignore placement requirements", so I guess it also allows any unit to move out of the playable area.
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That's weird, on my Ikari Warriors I use one of these elevator doodads and it was almost a pain to prevent the player from jumping on its floor... I had to put some doodads below to block pathing in a "nice looking" way. You can pretty much put it anywhere and unit moving within its collision radius will instantly warp on the elevator floor. I guess that's how the stairway in this topic works, it allows units to come up and down by just touching the collision radius of the closest elevator.
If you look at the doodad in the previewer, I think I remember seeing a few animations by none of them was making the platform move up or down. There is an animation to open some kind of trap from which the platform comes out, I guess it could be used to fake units going underground using an elevator.
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Yes, it's sad but Titan Quest doesn't have randomized maps. Enemy placements are not randomized either, only loots are. But I still liked it better than Diablo 2 for some reason. I enjoyed Diablo 1 a lot, but when it came to Diablo 2 I finished it once and never wanted to finish the story mode again using another class. Diablo 2 had very interesting features (don't get me wrong, I love this game) but was too close to Diablo 1 in my opinion, even though the game system was different (outside areas, boss fights, etc...). I should play it again, years later, but I remember at the time it was "yet another hack and slash" amongst lots of other games, so it didn't leave such a good impression to me...When Titan Quest came out there was almost no more hack and slash games available, so I guess it contributed to the fact that I liked it.
If there is one thing I blame Blizzard for, it's about the fact that they "recycle" their games to make new ones... SC2 is pretty much similar to SC1, aside from a few new units that obviously changed the whole game balance. D1 and D2 share some similar points, only modifying a few gameplay elements to make it "bigger stronger better". I like to see games like Lineage Eternal once in a while because to me, poor European gamer who doesn't play that much Korean games, it's something new... I like to see something else than these big games promoted everywhere, which will eventually bore me to death and cost a lot. I've never played any game from the Lineage license, mainly because it's a MMO game and I hate these (let's be honest, I hate WoW since the 1st day it came out... and YES, I'm not ashamed of it). But this Diablo-like game still interests me somehow, I came to a point where I'm fed up with very popular games, I actually don't play SC2 that much anymore because players are sometimes completely dumb and map makers are treated like shit by the whole community.
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Lineage is also available in other languages, I wouldn't worry about that. The videos shown at G*Star are in Korean because it's their main target. I also advise all of you to check for more videos of G*Star 2011 on Youtube, some games previews look pretty cool.
Anyway, I'm not a huge fan of Diablo myself, even though I played and finished both... I expect Diablo 3 to be quite good, but not as awesome as they claimed it to be. I'm glad there are other games of the genre out there and wanted to let you know. So basically, I don't share the "I will buy Diablo because it's Diablo" with you guys, but I understand why you like it.
I have to agree with FuzzYD about grinding in Asian games, this is probably the main reason why I'm still skeptical about Lineage Eternal. I might give it a chance nonetheless, because spending $80 in Blizzard games in the next months to come (D3 + HotS) would be kind of an overdose to me. I know Asian games often suffer from bad or repetitive gameplay (making the game either boring or unplayable, sometimes both), I just give them the benefit of the doubt until I can get my hands on a demo.
I recently enjoyed Saints Row much much more than GTA, so I hope the same principle applies in this case with the hack & slash games to come... Titan Quest was not bad at all, as far as I can remember I liked it more than Diablo 2 even though they are completely different. I don't think you can call them "clones" as long as they each have their own identity, so I assume Torchlight 2, Path of Exile, Lineage Eternal, and Diablo 3 will all be excellent games in their own way.
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Have you ever heard of the Korean game Lineage?
They're making their own hack & slash à la Diablo 3, here's a video to show you almost 15 minutes of actual gameplay, with explanations from NCSoft in Korean:
Now, the point of this topic: Would you rather buy Diablo 3 or Lineage Eternal, and why?
I personally would love to see both and compare them, because I'm pretty sure Lineage can kick Diablo's ass. There are lots of features in Lineage yet unseen in Diablo 3, and I like them... Diablo 3 has its own very dark universe but Lineage is pretty cool too, my only worry for now is that the gameplay in Lineage might be really bad, as in lots of video games coming from Asia (weird control schemes, bad camera placements, and game being too repetitive mostly). I'm seriously considering NOT buying Diablo 3 after seeing this video. I guess I will decide which one to buy depending on their price and probably the online and modding features available.
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DOTA is not my kind of maps, or any Tug of War map actually... I just hate sitting here with only a hero, doing nothing but killing mobs for an hour until things start to heat so fast that I get killed and keep losing over and over again (or crushing my enemies in a minute, if I'm in the good team). Besides, DOTA is not original at all anymore, so I'll join my fellows above and agree that DOTA is not worth your time. Unless of course you're able to find something really unique for this genre, but I think Blizzard and/or Valve are already one step or two ahead of you on that already...
However, I'm pretty sure TD maps can be worth it if, and only if, you're able to find something really REALLY unique. As an example, I remember I had much fun when I saw the first TD map where you had to generate energy for your towers to work. Same goes the first time I saw a TD map where creating a maze was mandatory to win... And so on... There are lots of these maps now, but if you are able to make something completely new, which can be a source of inspiration for other map makers, then YES I'd probably be interested in a TD map.
Even knowing that, I still have to agree with other members here: DOTA and TD maps are getting boring, whatever you do with them. Even if you find a nice idea, people will get bored because there are so many maps of that kind already (bad ones, by the way)... We'd all rather see something simple but unique, and I'm pretty sure that's why Star Battle have had so much success since it came out.
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This guy probably wants to make the RPG of his dreams without realizing how much it costs.
If someone is REALLY interested, he should not have to make the first step. He'd rather know right from the start how much time it will require, who he will work with, what are the ambitions of this project, what level of knowledge of the editor is required, if experience in other video games (or editing tools) is required, etc... You have nothing to trade here, and I'm not even talking of your project on its own yet. You just tell us "it's unique, join me!", but what's in it for us? Why would we join you? Who are you? It's unique, then what?
Lots of entirely unique maps were promoted in these forums, not half of them were worth it in the end, or they just didn't make it to a Beta version because the project was going nowhere... Judging by the way you promote your project, I hope for your own good you're an exception but you're not on the right tracks for that yet. Tell us more about you, about this project, about why you want us, what will your and our roles be,... and if you REALLY want to stick to secrecy, at least give clues about what makes your map worth being hidden from the public that much (even video games studios are not that protective, FYI).
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I'm pretty sure you will just need a "Wait for Condition" action. Basically, you should do this:
1) warp a unit
2) wait until this unit is fully warped
3) issue order to the warped unit
If I understood well, for now you just have steps 1 and 3 in your trigger. So what you seek is to wait before the unit is entirely warped. In that case, just add the following action in between:
Wait for (Conditions) checking every 1 second
Unit (last created unit) is under construction = FALSE
(alternatively, you can check for "Unit progress (percent)" > 99%... This condition will check the production queue of the warp gate, while the other checks if the unit is done)
I don't know why your unit is dying while warping though, they usually can't move when they warp so I don't see why it would be cancelled (unless of course the pylon gets destroyed before the warping process finished). Be sure to check you don't have a trigger killing units somewhere, destroying your units when it shouldn't.
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Want an online image editor? Here, take your pick!
http://mashable.com/2008/11/13/online-image-editors-2/
The page was found randomly on the web in less than 10 minutes, but I'm pretty sure there is at least one of them that could do whatever you want to do.
As far as I know, you can't merge all doodads into one. You can define groups however, and the same applies for units and regions. But I highly doubt it will reduce lag or bypass the doodads limitation. I can't remember the hotkey for grouping stuff but it's explained in one of the editor tips (must be something like CTRL+0 or something like that).
About the tick system, I'm pretty sure it's something more like this: 2 action points for a move, 3 action points for a shoot, X action points available per turn for units of type Y. "Ticks" are basically a cycle of actions performed X times per turn, where X is the maximum number of action points the most mobile unit can have. Just an example for a unit with 6 action points: can move 3 tiles away per turn, can shoot twice per turn, or move 1 tile away + shoot once per turn. Forget about the 100 ticks, it's the best way to get a headache. Your game system has to be the same for all units, the only difference is how many action points these units have. You just have to decrease the action points left per unit on each step of a tick, and if there is no point left the unit will just hold ground at each tick until the turn is over. The cycle of actions in a tick should apply to all units (one after another) to make it look like the actions are simultaneous. So basically, you will loop a few actions in a tick (checking if current unit has enough points, then do next action accordingly, remove points if a shoot or move was done, and finally switch to next unit and repeat the same process), as many times as there are units in the game TIMES how many ticks there are per turn. Yes, it's still a bit complicated, but as far as I know it's much simpler than this "1-33, 34-66" thing you were talking about... and it does the same thing. (I had a really hard time explaining how it's done in only a few lines, sorry if that wasn't entirely clear... but basically, remember that by analyzing the game mechanics thoroughly you will understand how simple and primitive the core really is compared to what the final product looks like)
For the movement arrows, the easiest way I can think of is to use beam actors. I'm not very familiar with these but I know you can make them go wherever you want as long as there is a point A and a point B for the beam to start and finish. The curves will probably not look that smooth though, but at least you can make a beam go from the center of a tile to the center of another tile with basic knowledge of how beams work. You can find tutorials here about beams, just search the forums. I can't really help you about this because I have never really spent time tweaking with beams in any of the maps I made so far, but this is the simplest method I can think of for now. Speaking of "now", it's really late so I'm going to bed!
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You could say exactly the same thing about Canada as far as I know, but it's no big deal. You get used to it pretty quick. :)
IliIilI, what is more important to you? A good university and cheap rent? Is that all?
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Greece is really not a good idea... They're in a deep crisis/global mess/civil war/pile of shit. I met a girl in a train last year (or was it 16+ months ago already?) and it was already horrible at the time... Her and the teenagers she was taking care of couldn't even find bread. Not that I'm fond of bread, but I assume if you can't find bread you basically can't find anything. Besides, 30% of the population is unemployed right now... If you live for a year there, it will be a pain to get some money. And the weather is muggy (hot, wet, sunny, and polluted).
I heard about Poland though, it's not really a rich country but it's nice and people are welcoming. If you really seek for low prices I wouldn't recommend England at all. Rents are very expensive in London, a friend of mine lived there for less than a year and finally came back to Paris, which is not cheap at all either but still better than prices in London. Maybe it's different in Dunham and Cranfield but don't expect too much. Seems like a really great country though, I would probably have been there if my friends were not complaining about how much life costs out there. I haven't heard anything about the other places (though I went to Spain myself and it wasn't bad... not my kind of country but cool anyway). From the list you made, I would personally choose between Bratislava, Budapest, or Prague. It depends entirely on what you're looking for, but if I were to live in a European country for a year I'd go far to the East... Western Europe is pissing me off (especially France), South is in crisis (or will be soon enough), North is not so bad but not cheap, so... yeah, head East!
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@ctccromer: Go About multiplayer testing, maybe just making the computer-controlled units mimic what you do? I assume it's for testing purpose only anyway, so if you pick option #1 just make it so that the enemies you want will pick this option as well. I'm not really sure if I understand what you're trying to achieve here, so my help is very... unhelpful... I can't think of an easy way to test such triggers without actually uploading the map and trying it yourself with a trusted friend.
About converting JPG to TGA, there are lots of online image editing tools that will allow you to upload any image, modify it, and save it to any format you want for free (JPG, TGA, PNG, GIF, whatever...). I use them occasionally, especially when I'm lazy about re-installing an image editing tool after a clean install of my OS... Some of these online tools are really really good.
About the supply depot, you can use "any unit is selected" as the event, then add a condition "unit-type of triggering unit is supply depot" (and also "owner of triggering unit is player X", if needed).
About string vs text, as far as I know strings are mostly used for short text references (field values, names, IDs,...). Text, as the name says, contains text... of any length and format. So basically, if you want the name of a unit, use strings. If you want to describe an object, use text. You can use strings in a text, not vice-versa.
I'm quite surprised by the doodads limitation though, I thought it was higher than 10k... I'm also surprised some of the doodads you placed were removed without notice, I would have expected the editor to rather crash, or pop-up an error message when saving the map. Well, to be honest it's rare to see maps with 10k doodads anyway, I guess it will really lag if you use so much of them... You definitely need to optimize this, Zelda's ideas were not bad at all. Have you already searched in the forums for anything related to hexagonal tiles?
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@BasharTeg: Go Actually, it was just a matter of safety. I almost always turn my triggers off even if I stop all their instances, because I want to be sure nothing will start another instance while the previous is being stopped. But you're right, it's not necessary in that case as it won't do anything. It's very useful though when in triggers not using map init events (like "unit enter region" and such)...